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![[Post New]](/s/i/i.gif) 2010/04/19 04:41:38
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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Posted a similar list a while back and made some tweaks after playing with it for a while. I haven't tried this iteration yet so I'm looking for some thoughts on it. Trying to fit into the Goff fluff as well as be semi-competitive. C&C are much appreciated!
HQ:
Big Mek 95 pts
w/ KFF
'eavy Armor
Grot Oiler
Big Mek 90 pts
w/ KFF
'eavy Armor
Troops:
3X 30 Slugga Boyz 660pts.
w/ Nob
w/ PK
w/ BP
Fast Attack:
10 Stormboyz 205pts
w/ Zagstruk
Heavy Support:
3 Killa Kans 150pts
w/ 3 Rokkits
3 Killa Kans 150pts
w/ 3 Rokkits
3 Killa Kans 150pts
w/ 3 Rokkits
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 05:09:05
Subject: 1500pt Goff Orks
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Longtime Dakkanaut
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Should work. Hope you have ideas on how to kill stuff like the new BA, or are you going weight of numbers then? Also how would you counter kiting from fast enemies?
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/04/19 05:46:53
Subject: Re:1500pt Goff Orks
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Roarin' Runtherd
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Looks like your mostly standard kan wall, which is a good list. Things I'd consider changing:
-Switch one of the killa kan sets to grotzookas for blast-mania.
-I can see why you'd take the grot oiler but in the end it's just not worth it. Especially here the thing you most want to repair normally is immobilized, and in squadrons that's automatically wrecked.
-Switch zagrstruk and stormboyz for snikrot and kommandos, he's a much more reliable secondary strike.
-I also usually take the minimalist view of upgrades, stripping down all excess. I think the 'eavy armour on the big mek's is superfluous.
They're just there to give your kan wall cover saves. If you've made it to close combat they've done they're job.
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You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.
What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! |
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![[Post New]](/s/i/i.gif) 2010/04/19 13:27:04
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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If I drop the Rokkits on one set, will I have enough anti-tank?
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 14:33:49
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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Keep the rokkitson the kans!
Also, if ya want, you could give more rokkits to your boyz, seeing that each troop does qualify for 3 of em (9 total).
I'll agree for the switch from stromboyz to kommandos!
Other than that, i like this army!
Enjoy your upcoming WAAAGH!
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Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads! |
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![[Post New]](/s/i/i.gif) 2010/04/19 14:37:48
Subject: 1500pt Goff Orks
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Decrepit Dakkanaut
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Another good option would be to split the orks into 4 20 man units, and give them all shootas. Sluggas and choppas are good, but the shoota gives you extra range and punch as you march down the field. 4 units means you can spread out your boyz a bit bettah and one extra PK.
If you have points to spare, a minimalize unit of grots to keep your own objective would be ideal.
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![[Post New]](/s/i/i.gif) 2010/04/19 14:39:51
Subject: Re:1500pt Goff Orks
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Mekboy Hammerin' Somethin'
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More rokkits is never a bad idea in an Ork List. While Stormboyz are good I don't like Zastruck. Have to agree with Kammandos being better.
Hope you have ideas on how to kill stuff like the new BA
Ideas on killing what Space Marines... Assault Troops... Rhino variants? BA are space marines painted red so they can Go Fasta' is all there's nothing in the meta-game gunna change because of them
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![[Post New]](/s/i/i.gif) 2010/04/19 17:49:28
Subject: Re:1500pt Goff Orks
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Fresh-Faced New User
NW Indiana
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I'm running a very similar list, a few less points. Decided to go with the Koptas for some alpha strike vehicle poppin fun. Also running at lower points, hence 1 less HQ. I may just buy one more Big Mek and run the higher points however. Also, I've found the rokkits to not be the most powerful and reliable thing, so I included 1 KMB per Kan squad to add some heavy AT Dakka. A few of those A14 units require this, especially with the new things coming out that constantly require high AP.
Not sure what clan I'm going to go with, I'm considering doing my own custom clan, possibly an off-shoot of the Sunz as I like their color scheme.
I think your list is good, but looking at it compared to my own list, I can't help but think that you went 80% on the heavy AT with the boyz for CC. Go 100% AT. They're Orks. They go 100% on everything. Add the KMBs, and put some rokkits in the boyz squads. If you want of course
HQ:
Big Mek 90 pts
w/ KFF
'eavy Armor
Troops:
3X 30 Slugga Boyz 660pts.
w/ Nob
w/ PK
w/ BP
Fast Attack:
1x Deff Kopta
w/ TL Rokkits and Buzzsaw
1x Deff Kopta
w/ TL Rokkits and Buzzsaw
1x Deff Kopta
w/ TL Rokkits and Buzzsaw
Heavy Support:
3 Killa Kans 150pts
w/ 2 Rokkits, 1 KMB
3 Killa Kans 150pts
w/ 2 Rokkits, 1 KMB
3 Killa Kans 150pts
w/ 2 Rokkits , 1 KMB
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![[Post New]](/s/i/i.gif) 2010/04/19 17:52:23
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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After all the comments, I think this is what I'm looking at. HQ: Big Mek 85 pts w/ KFF Big Mek 85 pts w/ KFF Troops: 3X 30 Slugga Boyz 660pts. w/ Nob w/ PK w/ BP Fast Attack: 11 Stormboyz 217pts w/ Zagstruk Heavy Support: 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits Keeping the stormboyz because they fit Goffs better than Kommandos and in my local games, have always performed better.
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This message was edited 1 time. Last update was at 2010/04/19 18:04:55
Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 17:53:11
Subject: 1500pt Goff Orks
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Fresh-Faced New User
NW Indiana
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WarOne wrote:Another good option would be to split the orks into 4 20 man units, and give them all shootas. Sluggas and choppas are good, but the shoota gives you extra range and punch as you march down the field. 4 units means you can spread out your boyz a bit bettah and one extra PK.
If you have points to spare, a minimalize unit of grots to keep your own objective would be ideal.
I really can't agree with you here. Your basically changing up his entire list. 4 squads of 20 is only 80 boyz, thats 10 less boyz, and they do make a difference. Also, spreading out his boyz more in a Kan Wall is not really a good idea, it makes it really tough to keep them all within the KFF. As for shootas instead of choppa/sluggas.... Well they're in a Kan wall, they should be running behind the Kanz to get to CC, not stopping short and shooting. I think we have 2 entirely different lists here. The Kan wall is one thing, and your talking about a mobile gun line, which is another list entirely (not to say that a gunline isn't effective, just not what he seems to be going for).
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![[Post New]](/s/i/i.gif) 2010/04/19 18:06:10
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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Acefisher1 wrote:WarOne wrote:Another good option would be to split the orks into 4 20 man units, and give them all shootas. Sluggas and choppas are good, but the shoota gives you extra range and punch as you march down the field. 4 units means you can spread out your boyz a bit bettah and one extra PK.
If you have points to spare, a minimalize unit of grots to keep your own objective would be ideal.
I really can't agree with you here. Your basically changing up his entire list. 4 squads of 20 is only 80 boyz, thats 10 less boyz, and they do make a difference. Also, spreading out his boyz more in a Kan Wall is not really a good idea, it makes it really tough to keep them all within the KFF. As for shootas instead of choppa/sluggas.... Well they're in a Kan wall, they should be running behind the Kanz to get to CC, not stopping short and shooting. I think we have 2 entirely different lists here. The Kan wall is one thing, and your talking about a mobile gun line, which is another list entirely (not to say that a gunline isn't effective, just not what he seems to be going for).
But the 4 squads does give me room for a back field grot squad... What does anyone else think? 4 squads or 3?
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 18:18:42
Subject: 1500pt Goff Orks
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Fresh-Faced New User
NW Indiana
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Claypool wrote:Acefisher1 wrote:WarOne wrote:Another good option would be to split the orks into 4 20 man units, and give them all shootas. Sluggas and choppas are good, but the shoota gives you extra range and punch as you march down the field. 4 units means you can spread out your boyz a bit bettah and one extra PK.
If you have points to spare, a minimalize unit of grots to keep your own objective would be ideal.
I really can't agree with you here. Your basically changing up his entire list. 4 squads of 20 is only 80 boyz, thats 10 less boyz, and they do make a difference. Also, spreading out his boyz more in a Kan Wall is not really a good idea, it makes it really tough to keep them all within the KFF. As for shootas instead of choppa/sluggas.... Well they're in a Kan wall, they should be running behind the Kanz to get to CC, not stopping short and shooting. I think we have 2 entirely different lists here. The Kan wall is one thing, and your talking about a mobile gun line, which is another list entirely (not to say that a gunline isn't effective, just not what he seems to be going for).
But the 4 squads does give me room for a back field grot squad... What does anyone else think? 4 squads or 3?
One other thing I think I should point out. I don't think 1 grot herd is going provide much of a screen. Firstly, TLOS really screws this tactic. The general consensus is that TLOS means 50% of an Ork Boy is not obstructed by a grot when on level ground. This means that often the grot herd tactic is already mostly null. Second, with only 1 herd, they grots are only going to be screening one mob of boyz, I will assure you the opponent will be shooting the kanz in front of the 3 other mobs without grots. Third, if your kanz get knocked out long enough before you reach the enemy (say turn 1) that mob is already done for, a group of grots aren't going to save them.
Just my opinion. And i'm sure some will contest the TLOS issue I mentioned, but based on our own forum here, that is the general consensus on the rule. Someone correct me if this was FAQ'd differently.
But in short, play the army you think best suits you and your playstyle.
One last thing about the list aside from that. What are your plans for that one little squad of Assault Boyz? They aren't going to be good for much, except maybe an alpha strike or tying up a single unit... I can see them being used as a distraction, or for the reasons above, but the points may be better spent elsewhere.
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![[Post New]](/s/i/i.gif) 2010/04/19 18:21:55
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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You've almost convinced me, but I'm not using the Grots as a screen, I'm using them to hold backfield objectives. Any comments on that? As for the Stormboyz: Since they have to deep strike, I'm going to see what needs to go away for a few turns, deep strike next to it and hopefully tie it up long enough for the rest of my army to get there.
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This message was edited 1 time. Last update was at 2010/04/19 18:23:12
Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 18:31:40
Subject: 1500pt Goff Orks
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Wish I could speak Ork...I can never understand these lists.
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![[Post New]](/s/i/i.gif) 2010/04/19 18:51:58
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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ductvader wrote:Wish I could speak Ork...I can never understand these lists.
Big Mek- Can Repair Vehicles and Kustom Force Field gives all units within 6" a 5+ cover save. Decent stat line for 35pts base.
Ork Boyz- 6pts each, Terrible at shooting, good at CC, great in large numbers
Nob- Same statline as Big Mek, BossPole allows rerolls of Ld tests.
Stormboyz- Jump infantry, same statline as Boyz
Zagstruk- Makes stormboyz deep strike but allows them to assault during the same turn. When he charges he has a power klaw at his normal initiative
Killa Kans- Walkers with Rocket Launchers
Does that help?
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 18:53:11
Subject: 1500pt Goff Orks
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Zagstruk is the ballz.
Haha...I want something like that.
Thanks.
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![[Post New]](/s/i/i.gif) 2010/04/19 18:55:44
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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ductvader wrote:Zagstruk is the ballz.
Haha...I want something like that.
Thanks.
Yeah, 5 S9 power weapon attacks at I4 after a deep-strike is pretty awesome
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 18:56:37
Subject: 1500pt Goff Orks
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Ah well...they get Zagstruk...I get a Grand Master who can take a retinue.
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![[Post New]](/s/i/i.gif) 2010/04/19 19:23:44
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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ductvader wrote:Ah well...they get Zagstruk...I get a Grand Master who can take a retinue.
Very nice, anyway, getting back on topic... Do i field three or four squads of boyz, keeping in mind that four squads also gives me a back-field objective holding grot squad?
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 20:37:07
Subject: 1500pt Goff Orks
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Decrepit Dakkanaut
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Keeping everything about the same minus the changes I have introduced, here is what it would look like: HQ: Big Mek 95 pts w/ KFF 'eavy Armor Grot Oiler Big Mek 90 pts w/ KFF 'eavy Armor Troops: 4X 20 Shoota Boyz w/ Nob w/ PK w/ BP 10xGrethin with 1 Runtherder Fast Attack: 10 Stormboyz 205pts w/ Zagstruk Heavy Support: 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits Essentially, here is the argument for what I am doing by adding one more troop slot and inserting an absolutetly useless grot mob. Pros: Shoota Boyz have assault 2 18" Strength 4 AP 6 weapons. This gives them extended range and versatility in engaging enemies. If they need to sit on an objective, shooting at an opponent with 40ish shots as opposed to 20 with shorter range sounds better to me. Four units means more targets for an opponent to shoot at. Target saturation. If you kept to three, one thirty ork squad would need to hang back and hold an objective in a game requiring objective holding. That is a waste of resources. The fifth troop option- the grots- are held in reserve. When they come out, all they do is plop on your objective and hold it. That's it. No screening, no conga-line to grant cover-nada. It allows you to free up all your boyz for their march down the field. Cons- 20 man squads mean mob rule vanishes quickly when a unit comes under heavy fire. That boss pole then becomes your saving grace, but only for so long. Slugga boys get an extra attack, which could be pivotal versus certain enemies. What could be done is three of the units be shootas, and one unit equip slugga and choppa boys; they become your assault unit. If points are available, make the CC boyz 'ard boyz as well. You have ten less boyz, but in exchange for an objective holding grot squad, all your ork boyz now can go foward. It all really depends on what you want to do. The points with my list come to over 1500, but not by much. A few upgrades here and there getting kicked off the list can fit the 50ish points of grots.
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This message was edited 1 time. Last update was at 2010/04/19 20:37:59
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![[Post New]](/s/i/i.gif) 2010/04/19 21:12:16
Subject: Re:1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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HQ: Big Mek 85 pts w/ KFF Big Mek 85pts w/ KFF Troops: 4X 20 Slugga Boyz 640pts w/ Nob w/ PK w/ BP 10 Gretchin 40pts w/ Runtherder Fast Attack: 13 Stormboyz 196pts w/ Nob w/ PK w/ BP Heavy Support: 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits 3 Killa Kans 150pts w/ 3 Rokkits Unless anyone has anything else to say, I'm going to run this list for a while. I'm running Slugga Boyz because we'z da Goffz and dat'z wat we do. Now, how do I deploy? I'm thinking: Two Squads behind 6 Kans w/ 1 Big Mek Two Squads behind 3 Kans w/ 1 Big Mek Grots in back by objective or in reserve Stormboyz in front.
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This message was edited 3 times. Last update was at 2010/04/20 04:13:35
Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/19 21:36:43
Subject: 1500pt Goff Orks
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Mutilatin' Mad Dok
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Storm boyz are great in a kan wall. your opponant needs to deal with them immediatly while your boyz move up. Drop Zagstruck, your better having an instant threat from the beginning of the game (cant do that deepstriking). Zags kills boyz on the deepstrike too so thats like 7 stormboys and zag, you could get some more stormboys and a powerklaw for his points. grots is a good backfield objective holder and I would add 3 grotzokas (orks allways have armor issues, and you got 9 STR 10 weapons plus klaws on ur nobz). 1 last thing try 4 squads of 20 and then 3 squads of 30, it cant hurt and you get to play more (by the way shoota boys compliment ur list bettr) YMMV.
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![[Post New]](/s/i/i.gif) 2010/04/19 21:54:26
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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I actually have no STR 10 weapons, rokkits are STR 8 and PK's are STR 9 on the charge, STR 8 normally.
I edited the list above. Check that out and see what you think.
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/04/20 02:43:58
Subject: 1500pt Goff Orks
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Decrepit Dakkanaut
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Orks lack Str 10 weapons. Hell, Str 9 as well is hard to find.
You can only fine a Str 10 attack mainly through your deffrollas and HQ options. Beyond that, orks mainly rely on Rokkits and Kannons for anything resembling long range tank hunting.
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![[Post New]](/s/i/i.gif) 2010/04/20 03:14:56
Subject: Re:1500pt Goff Orks
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Regular Dakkanaut
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Some comments on synergy:
Your Kans will be moving and firing rokkits, or charging the enemy. If the Kans fire, the Boyz will either outpace them with run moves, or waste their shooting phases.
Furthermore, having seen how ineffective Bolts of Tzeentch can be (24" S8 AP1) at BS3, I think 15 pts for rokkits isn't worth it on a Kan.
To me, it would make sense to either use Shoota Boyz and ranged Kans, or Sluggas and CC Kans. Cheaper Kans means more Boyz, and the Goffz are fine with more Boyz.
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![[Post New]](/s/i/i.gif) 2010/04/20 04:05:09
Subject: 1500pt Goff Orks
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Fresh-Faced New User
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Going slugga boyz and CC kans is IMO a terrible idea. Your whole army is going to moving at the slow pace of 6" the whole game equipped with close combat weapons. Faster armies will pick you apart before you can even use those sluggas. I support keeping the RL's or the KMB's.
I'd scratch Zag too. If you want one of those, 'pop-out-of-nowhere-units' id stick with Snikrot. hes more reliable, and IMO more tacttically efficient, namely his squad can get flamers.
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It's krumpin' time! |
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![[Post New]](/s/i/i.gif) 2010/04/20 05:35:18
Subject: 1500pt Goff Orks
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Sinewy Scourge
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Kan walls aren't based on close combat, if they were then why do we bother with the KFF?
@ Raumkampfer: Kans have WS2, thats not good for any kind of dedicated close combat. They're also able to take the most accurate heavy weapons in the Ork codex. I think that 15pts for a Rokkit on Kans that has a 50% chance of hitting is good deal for Orkz.
I find Stormboyz are overpriced and underpowered. Sure they can have a first turn assault, but they're boyz minus the low cost and the max unit size of 30. There's also not much else which can keep pace with them either so they're pretty much a throw-away unit. Zag can give you an assassination angle with the I4 Powerfist, BUT, Snikrot is usually more reliable and pushes the enemy's deployment closer to you instead which makes it possible to force units that have taken casualties into assaults.
Regarding the Grotz... I'm not a huge fan. After proxing a small mob of them once against MEQ, they fled off the objective after a Drop Pod fired a stormbolter at them. I personally believe that in order for them to be useful you need the 29 + 2 Herders.
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2010/04/20 06:02:51
Subject: 1500pt Goff Orks
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Mutilatin' Mad Dok
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1st all Kans have a CC weapon that is STR 10
2nd Most things have a WS of 4 or less which with WS of 2 means you still hit on 4+
3rd you want the STR 10 for vehicles which you hit accordingly to how far they moved (WS does not matter). Kans do fine in CC when they get there (I'v even killed Land raiders and Monoliths with them).
4th Storm boyz onlty have to be a distraction till ur boyz get there, if they get there 1st turn and they tie up something shooty thats good and then they did their job (who knows when kommandos will arrive, and they dont get a power klaw with snikrot, they are a distraction unit too).
5th shootas let everything shoot (kans too) and be a threat as they move up the field.
Last but not least you ever tryed to shoot 19 grots with a herder to death that has gone to ground in cover on an objective (if they even want to waste shots on them)?
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![[Post New]](/s/i/i.gif) 2010/04/20 06:12:48
Subject: 1500pt Goff Orks
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Sinewy Scourge
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All Kans have I2, not so great when the other side has grenades or Melta-Scouts. Sure WS means nothing against vehicles but only idiots allow walkers to charge their LR.
Stormboyz are a costly distraction. Snikrot's reliability is that until he arrives the opponent cannot lurk at the back of the table. Its a Psychological advantage compared to the time advantage gained from 1st turn assaults.
As for grots. Well in that case most players, being on average being MEQ, would just assault the unit.
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2010/04/20 06:16:42
Subject: 1500pt Goff Orks
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Growlin' Guntrukk Driver with Killacannon
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So, from what I'm reading, there's a big debate between Stormboyz and Kommandos, and whether or not Kans should have rokkits.
I'm most likely going to field Stormboyz because they're more Orky to me and they fit my theme better (Goffs don't like sneaking around).
As for Kans, I've never heard of using them for anything but Rokkits or Grotzookas. CC Kans make no sense, IMHO. That's why the Big Mek's invented Deff Dreads.
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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